边缘世界 RimWorld

边缘世界 RimWorld

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Weapon Policies
   
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Mod, 1.6
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188.793 KB
8 月 14 日 上午 3:26
9 月 13 日 下午 11:40
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Weapon Policies

描述
This mod adds a new category to the assign tab: weapon policies

Works pretty much the same as for apparels. Make new policies, assign colonists to policies, change policies and so on.

Differences:
  • Colonists look in a radius of 100 cells for weapons, not the whole map
  • If colonists have a melee weapon equipped, they only consider others melee weapons that have at least +1 damage per second (and policy allows)
  • If colonists have a ranged weapon equipped, they ony consider other ranged weapons that have at least +100 market value (and policy allows)
  • If colonists have no weapon equipped, they will prefer any ranged weapon over a melee one


Performance impact is really low, see preview image. Less than vanillas apparel policies.
Can be added to a save file.
If removing, there is a one time error and you should take care that no pawn has a job of changing its weapon.


For suggestion and issues check the discussion threads.


Source of the mod is included.

Credits and Thanks to:
Brrainz for Harmony.
Dubs for Dubs Performance Analyzer.
Marnador for the RimWorld font, used in the preview pictures.
Tynan and Ludeon for RimWorld.

License [creativecommons.org]
热门讨论 查看全部(2)
0
8 月 14 日 上午 3:30
置顶: Feedback
Kopp
0
8 月 14 日 上午 3:29
置顶: Bugs and Issues
Kopp
46 条留言
Jay and Silent Rob 10 月 1 日 上午 11:50 
@Kopp
You got it! Thank you very much for the effort you put into this mod.
Kopp  [作者] 9 月 18 日 上午 8:12 
@Cpt. Yossarian
Will not work.
Cpt. Yossarian 9 月 18 日 上午 7:46 
How is this mod with simple side arms?
Kopp  [作者] 9 月 13 日 下午 11:41 
v1.0.9
- Items that can be used as weapons (e.g. wood, thrumbo horn, beer) are now shown as options in the policy filter
Geojak 9 月 13 日 下午 3:24 
Good catch. I think better add them as options.maybs someone wants to do a wood only run or drunken master beer festival squad for fun
Kopp  [作者] 9 月 12 日 上午 5:44 
@Geojak @Jay and Silent Rob
I found the cause of the issue.
When creating the default policies, weapons that are also non-weapons, e.g. beer, thrumbo horn, wood, are added to the melee and neolithic policy.
I will probably fix it tomorrow.
Either removing the problematic entries from those presets or making them appear in the filter list.
The later is probably the better solution.
Geojak 9 月 12 日 上午 12:22 
i dont use that many moods, especially any modds that change mechanics in the game or add stuff (only mods that help automate). i believe the wood problem is not caused by another one
Geojak 9 月 11 日 下午 2:00 
can confirm, just had a pawn equip WOOD, even thought it doesnt exist in the assigment options, he still equiped it, and that despite the longsword available too
Kopp  [作者] 9 月 9 日 下午 7:44 
@Jay and Silent Rob
Any chance there is a third mod involved?

Because wood (and rosewood) does not appear in the list of chooseable weapons for a weapon policy. With just the two mods, colonists do not try to equip any wood as a weapon...
Jay and Silent Rob 9 月 9 日 上午 8:53 
I posted this first in the comments for the VV New Harvest mod that rosewood comes from but figured it was worth posting here just in case, because this seems to be the mod creating the task to go pick up the rosewood. It seems like unarmed pawns seeking melee weapons are the main ones doing this.

JobDriver threw exception in toil MakeNewToils's initAction for pawn Greg driver=JobDriver_Equip (toilIndex=2) driver.job=(Equip (Job_213842) A = Thing_VV_RosewoodWood43165 Giver = JobGiver_ChangeWeapon [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object

The pawn will just pick up a single piece of rosewood, which appears in their equipment list, and then gets stuck in "Standing" until I force them to drop the rosewood and forbid all rosewood within reach of them.